xoxo_grease
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A member registered May 02, 2019 · View creator page →
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I find many aspects of this game charming and I actually enjoyed it more than I initially thought I would, because I don't normally play these types of... idk, 'economic' games. But I got into it! I would encourage you to tighten up the tutorial. I see what you're doing, using it as a way to add exposition and tell a story about the world you inhabit in the game, but it did distract from the actual "learning to play the game" process. I got impatient and clicked through a lot of it trying to get to the actual game.
Wow what kind words you've shared, thank you!
If you get a chance, can you share a screenshot of how the explosions/fire effects look for you? It will help me correct errors that show up on devices other than the ones I use to develop the game.
In terms of development goals, my plan is roughly: Mobile support for the demo -> online support for the demo -> a new map with destructable environments worms style. The biggest hurdle with destructable environments isn't the programming, it'll probably take a weekend, its finding a way to make it look natural from the top down perspective.
Thank you for playing, and if you have a chance leave a comment on the game's page. It helps alot to promote the project and encourages me to keep developing it. Peace and love my friend.
Hey thank you for playing and taking the time to draft such a detailed response! The feedback goes a long way towards ironing out the kinks. Here are some responses I have for you:
- The good news is this morning I put out an update that definitively fixes the issue of bullets remaining in play upon starting a new game.
- So the way the turn order works is that there is a "Turn Queue" that determines the order in which militants are activated. It is determined once per game upon starting a new game and remains constant throughout the game. When militants die, they remain in the turn queue but are simply skipped. HOWEVER, the turn order will be randomized each game, so that players don't settle too into a particular strategy. I'm a big fan of unpredictability, but friends have suggested I incorporate some sort of mechanics around fucking with the turn queue into the Hacker class (extra turns, reshuffling the turn queue, illuminating what order militants will activate in).
- I've been struggling with godot's physics engine the entire time I've been making this game. The collisions are janky as fuck, I get embarassed when I see that fuck shit happening during a playtest. IDK how to resolve such issues yet but it is something I'm actively researching.
- Your comment about the projectiles being too big rings true, but there is a gameplay purpose behind it. I think a good compromise would be to show a "ghost" of the pojectile during aiming to indicate how big it will be and where it will spawn from to give players a chance to reconsider their shot.
And then there's something I wanted to think out loud about. The complaints about inverse aiming have come up before (twice already in these comments) but I don't understand how to implement point-and-click aiming without compromising a core design goal of this game: friendly fire is very funny. This game is both a strategy game and a shooter, I want to preserve the strategy element that exists as positioning your militia, reward players who are better at aiming than their opponent, and ensure every shot remains exciting by having a very volatile battlefield where you have to work against yourself almost as much as you're working against your opponent. These militants aren't call of duty heroes, they're people, and people are messy and dumb in war.
With point-and-click, the only way I can think to preserve this chaotic element would be to introduce some rng to the bullet spread, which would totally fuck the Sniper class. Idek, I don't want to say I'm dismissing the issue, but it's one I've been grappling with for a long time.
Anyway, thanks for the love, and considering leaving a comment on the game page if you have the time. I'll check out your game rn!
Thank you for the feedback and the kind words about my drawings! One goal was to do a major art pass on the character sprites so that they all look like they do in the promo art. A lot of what's in here was supposed to be placeholder art, and it's all just still there. If that's something you wanna see please drop this same comment on the page, it helps a lot to promote the game.
Just to clarify your thoughts on the aiming, you're saying that it feels you should be able to essentially click where you're trying to aim, as opposed to dragging the mouse behind the character, correct?
FIXED: Hi, I've discovered a fix for my issue.
The issue seems to be the software I was using to draw and export my assets. I use some freeware called GraphicsGale to create art, and the issue seems to stem from a bug in that software. Even though it seemed to be exporting correctly to my filesystem, something in the .png formatting must be off enough to cause it to get rejected by itch.io.
To remedy this, i opened my assets in Gimp, and then just re-exported them as .png's. This allows me to upload favicons and banners with their transparencies intact. I hope this may one day help someone experiencing a similar issue
itch.io Community » itch.io » Questions & Support · Replied to Salbei in Favicon not using transparency
itch.io Community » itch.io » Questions & Support · Created a new topic Favicon not using transparency